Change logic for immobilized displacement, fixing a bug
The bug was that you could easily displace peaceful sleeping monsters. The source of this was that there was no check for sleeping in the attack() function that checks for immobilization. As well as adding the sleeping check, this logic is modified so that it makes more sense: if a monster is immobilized at all (sleeping, frozen, or mcanmove = 0) it always "doesn't seem to move!" You can't randomly displace it anyway 1/6 of the time. Sessile monsters who are otherwise not immobilized don't move 5/6 of the time, but can be displaced with the other 1/6.
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committed by
Pasi Kallinen
parent
6134c6f165
commit
a9eb81e0c7
@@ -368,8 +368,8 @@ register struct monst *mtmp;
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You("stop. %s is in the way!", buf);
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end_running(TRUE);
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return TRUE;
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} else if ((mtmp->mfrozen || (!mtmp->mcanmove)
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|| (mtmp->data->mmove == 0)) && rn2(6)) {
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} else if (mtmp->mfrozen || mtmp->msleeping || (!mtmp->mcanmove)
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|| (mtmp->data->mmove == 0 && rn2(6))) {
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pline("%s doesn't seem to move!", Monnam(mtmp));
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end_running(TRUE);
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return TRUE;
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